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https://github.com/MaSzyna-EU07/maszyna.git
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353 lines
15 KiB
GLSL
353 lines
15 KiB
GLSL
#if SHADOWMAP_ENABLED
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in vec4 f_light_pos[MAX_CASCADES];
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uniform sampler2DArrayShadow shadowmap;
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#endif
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uniform sampler2D headlightmap;
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#include <envmapping.glsl>
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#include <conversion.glsl>
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float glossiness = 1.0;
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float metalic = 0.0;
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// ---------------------------------------------------------------------
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// Lighting balance tunables - tweak these to control overall scene
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// exposure without touching tonemapping.glsl.
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//
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// AMBIENT_SCALE: brightness of SHADED faces (indirect/sky term).
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// Lower -> deeper shadows, less burn under bright
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// textures. Higher -> flatter / brighter shading.
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//
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// SUN_DIFFUSE_SCALE: brightness of UNSHADED (sun-lit) faces. Lower
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// this to dim hot surfaces in direct sunlight
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// without affecting shaded areas. Was 3.5; 2.5
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// calmly fits the ACES tonemap shoulder.
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//
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// SUN_NDOTL_SHARPNESS: N.L curve on the sun. 1.0 = pure Lambert, higher
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// = sharper terminator (more contrast between
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// lit and shaded faces of the same surface).
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// ---------------------------------------------------------------------
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const float AMBIENT_SCALE = 0.65;
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const float SUN_DIFFUSE_SCALE = 1.5;
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const float SUN_NDOTL_SHARPNESS = 1.25;
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float length2(vec3 v)
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{
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return dot(v, v);
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}
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float calc_shadow()
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{
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#if SHADOWMAP_ENABLED
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float distance = dot(f_pos.xyz, f_pos.xyz);
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uint cascade;
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for (cascade = 0U; cascade < MAX_CASCADES; cascade++)
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if (distance <= cascade_end[cascade])
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break;
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float dist_casc = distance / cascade_end[cascade];
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vec3 coords = f_light_pos[cascade].xyz / f_light_pos[cascade].w;
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if (coords.z < 0.0)
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return 0.0f;
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float bias = 0.00005f * float(cascade + 1U);
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vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0));
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//float radius = 1.0; f_light_pos[cascade].w; //0.5 + 2.0 * max(abs(2.0 * coords.x - 1.0), abs(2.0 * coords.y - 1.0));
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float radius = 1.0;
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float minradius = 0.0;
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if (cascade == 0U)
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minradius = 1.0;
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if (cascade < MAX_CASCADES - 1U)
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radius = mix(minradius, f_light_pos[cascade+1U].w/f_light_pos[cascade].w, dist_casc);
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else
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radius = 0.5;
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#if defined(GL_ARB_gpu_shader5) || defined(GL_EXT_gpu_shader5) || __VERSION__ >= 400
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// Fast path -- replace the original 4x4 grid of individual hardware-PCF
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// lookups with 4 textureGather() calls. Each gather returns the 4 raw
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// shadow comparisons of a 2x2 texel footprint, so 4 gathers laid out at
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// (+-1, +-1) * radius * texel from the sample center cover the same 4x4
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// sample area as the original kernel; summing all 16 comparisons and
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// dividing by 16 reproduces the original loop's averaging. The cost on
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// the TMUs drops from 16 hardware-PCF samples to 4 gathers (the gather
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// path returns 4 values per fetch where the original needed 4 fetches),
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// roughly a 4x reduction in shadow-sample work. The only thing dropped
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// vs. the hardware-PCF path is the implicit bilinear blending inside
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// each 2x2 footprint -- effectively turning a tent-weighted kernel into
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// a box-weighted one of the same extent, which is imperceptible in
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// motion. calc_shadow() is by far the heaviest piece of the lighting
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// shader, so this is a measurable GPU saving on every shaded fragment.
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float refz = coords.z + bias;
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float layer = float(cascade);
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vec2 off = radius * texel;
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vec4 g0 = textureGather(shadowmap, vec3(coords.xy + vec2(-off.x, -off.y), layer), refz);
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vec4 g1 = textureGather(shadowmap, vec3(coords.xy + vec2( off.x, -off.y), layer), refz);
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vec4 g2 = textureGather(shadowmap, vec3(coords.xy + vec2(-off.x, off.y), layer), refz);
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vec4 g3 = textureGather(shadowmap, vec3(coords.xy + vec2( off.x, off.y), layer), refz);
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float shadow = dot(g0 + g1 + g2 + g3, vec4(1.0 / 16.0));
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return shadow;
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#else
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// Fallback for drivers without textureGather on shadow samplers
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// (notably GLES 3.0 and any 3.3 desktop driver that doesn't expose
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// GL_ARB_texture_gather). Identical to the previous implementation.
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float shadow = 0.0;
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for (float y = -1.5; y <= 1.5; y += 1.0)
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for (float x = -1.5; x <= 1.5; x += 1.0)
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shadow += texture(shadowmap, vec4(coords.xy + vec2(x, y) * radius * texel, cascade, coords.z + bias) );
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shadow /= 16.0;
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return shadow;
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#endif
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#else
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return 0.0;
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#endif
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}
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// -----------------------------------------------------------------------
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// GGX Microfacet BRDF helpers (Cook-Torrance)
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// -----------------------------------------------------------------------
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// Trowbridge-Reitz (GGX) Normal Distribution Function
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// D(N,H,α) = α⁴ / (π · ((NdotH)²·(α⁴−1)+1)²)
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// α = roughness² (perceptual remapping so the slider feels linear)
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float D_GGX(float NdotH, float roughness)
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{
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float a = roughness * roughness; // perceptual -> linear roughness
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float a2 = a * a;
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float d = (NdotH * NdotH) * (a2 - 1.0) + 1.0;
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return a2 / (3.14159265359 * d * d);
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}
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// Schlick-GGX single-term masking/shadowing (k remapped for direct lighting)
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float G_SchlickGGX(float NdotX, float roughness)
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{
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float r = roughness + 1.0;
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float k = (r * r) * (1.0 / 8.0); // k_direct = (roughness+1)²/8
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return NdotX / (NdotX * (1.0 - k) + k);
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}
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// Height-correlated Smith geometry term
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// G(N,V,L) = G_SchlickGGX(NdotV) · G_SchlickGGX(NdotL)
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float G_Smith(float NdotV, float NdotL, float roughness)
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{
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return G_SchlickGGX(NdotV, roughness) * G_SchlickGGX(NdotL, roughness);
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}
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// Returns vec2(diffuse, specular) for a single punctual light.
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//
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// diffuse – Lambert N·L (Fresnel-weighted diffuse is handled per-material
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// in apply_lights, so we return raw N·L here).
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// specular – Cook-Torrance GGX: D·G / (4·NdotL·NdotV).
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// The Fresnel factor (F) is intentionally omitted here;
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// apply_lights already carries a per-material Fresnel term
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// that is applied to env reflections and can be routed to
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// direct specular there.
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//
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// Roughness is derived identically to env_roughness in apply_lights so
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// that direct and indirect specular highlights read consistently.
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vec2 calc_light(vec3 light_dir, vec3 fragnormal)
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{
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vec3 N = fragnormal;
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vec3 L = light_dir;
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vec3 V = normalize(-f_pos.xyz);
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vec3 H = normalize(L + V);
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float NdotL = max(dot(N, L), 0.0);
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float NdotV = max(dot(N, V), 1e-4);
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float NdotH = max(dot(N, H), 0.0);
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float diffuse_v = NdotL;
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// Mirror the env-map roughness derivation so direct and indirect lobes match.
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// glossiness == param[1].w → roughness == 0.04 (near-mirror)
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// glossiness == 0 → roughness == 1.0 (fully diffuse)
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float roughness = clamp(1.0 - glossiness / max(abs(param[1].w), 1.0), 0.04, 1.0);
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// Cook-Torrance specular (no Fresnel — see above):
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// f_spec = D(N,H,α) · G(N,V,L,α) / (4 · NdotL · NdotV)
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float D = D_GGX(NdotH, roughness);
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float G = G_Smith(NdotV, NdotL, roughness);
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float specular_v = (NdotL > 0.0)
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? (D * G) / max(4.0 * NdotL * NdotV, 1e-4)
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: 0.0;
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return vec2(diffuse_v, specular_v);
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}
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vec2 calc_point_light(light_s light, vec3 fragnormal)
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{
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vec3 light_dir = normalize(light.pos - f_pos.xyz);
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vec2 val = calc_light(light_dir, fragnormal);
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val.x += light.ambient;
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val *= light.intensity;
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float distance = length(light.pos - f_pos.xyz);
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float atten = 1.0f / (distance * distance);
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//float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
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return val * atten;
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}
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vec2 calc_spot_light(light_s light, vec3 fragnormal)
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{
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vec3 light_dir = normalize(light.pos - f_pos.xyz);
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float theta = dot(light_dir, normalize(-light.dir));
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float epsilon = light.in_cutoff - light.out_cutoff;
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float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0);
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vec2 point = calc_point_light(light, fragnormal);
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return point * intensity;
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}
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vec2 calc_dir_light(light_s light, vec3 fragnormal)
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{
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vec3 light_dir = normalize(-light.dir);
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return calc_light(light_dir, fragnormal);
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}
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vec2 calc_headlights(light_s light, vec3 fragnormal)
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{
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vec4 headlightpos = light.headlight_projection * f_pos;
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vec3 coords = headlightpos.xyz / headlightpos.w;
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if (coords.z > 1.0)
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return vec2(0.0);
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if (coords.z < 0.0)
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return vec2(0.0);
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vec3 light_dir = normalize(light.pos - f_pos.xyz);
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// Tighter wrap (was +0.25): faces angled away from the headlight cone
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// fall off to dark much faster, so cab/exterior surfaces read with a
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// clear directional shape instead of a flat half-lit wash.
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vec2 part = vec2(1.0) * clamp(dot(fragnormal, light_dir) + 0.10, 0.0, 1.0);
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float distance = length(light.pos - f_pos.xyz);
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float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
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atten *= mix(1.0, 0.0, clamp((coords.z - 0.998) * 500.0, 0.0, 1.0));
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vec3 lights = textureProj(headlightmap, headlightpos).rgb * light.headlight_weights.rgb;
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float lightintensity = max(max(lights.r, lights.g), lights.b);
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return part * atten * lightintensity;
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}
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// -----------------------------------------------------------------------
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// Split-sum environment BRDF (Karis / UE4 analytic approximation).
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//
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// This is the missing piece that made matte specgloss surfaces "shine like
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// crazy": previously the env reflection was added at full strength
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// (envcolor * fresnel * reflectivity) and roughness only blurred the mip,
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// never dimmed the energy. A rough surface therefore mirrored the bright
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// sky just as strongly as a polished one.
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//
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// EnvBRDFApprox returns the pre-integrated specular scale (the "DFG" term)
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// for a given F0, roughness and view angle. For rough surfaces it collapses
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// toward ~0, so low-glossiness materials reflect almost nothing — matching
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// what Substance 3D Painter shows. Polished surfaces keep their full
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// reflection, and the grazing-angle Fresnel edge is preserved.
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// roughness 1.0 (matte) -> scale ~0.015 (virtually no reflection)
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// roughness 0.0 (mirror) -> scale ~F0..1 (full reflection + Fresnel rim)
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vec3 EnvBRDFApprox(vec3 F0, float roughness, float NoV)
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{
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const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
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const vec4 c1 = vec4( 1.0, 0.0425, 1.040, -0.040);
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vec4 r = roughness * c0 + c1;
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float a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;
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vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw;
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return F0 * AB.x + AB.y;
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}
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// [0] - diffuse, [1] - specular
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// do magic here
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vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
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{
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vec3 basecolor = param[0].rgb;
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// Scale ambient before it gets tinted by basecolor / texture.
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// Sun, headlights and emission are added afterwards so they are NOT
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// attenuated by AMBIENT_SCALE - this only dims the indirect term.
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fragcolor *= basecolor * AMBIENT_SCALE;
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vec3 emissioncolor = basecolor * emission;
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vec3 view_dir = normalize(-f_pos.xyz);
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float NdotV = max(dot(fragnormal, view_dir), 0.0);
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vec3 F0 = mix(vec3(0.04), texturecolor, metalic);
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vec3 fresnel = F0 + (1.0 - F0) * pow(1.0 - NdotV, 5.0);
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const float MAX_REFLECTION_LOD = 8.0;
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float env_roughness = 1.0 - clamp(glossiness / max(abs(param[1].w), 1.0), 0.0, 1.0);
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vec3 envcolor = envmap_color_lod(fragnormal, env_roughness * MAX_REFLECTION_LOD);
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// Pre-integrated env BRDF: roughness/F0/view-dependent specular scale.
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// Replaces the old raw `fresnel` weighting so matte surfaces stop
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// mirroring the sky. `env_spec` is the colour to multiply the cubemap by.
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vec3 env_spec = EnvBRDFApprox(F0, env_roughness, NdotV);
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float env_spec_w = max(env_spec.r, max(env_spec.g, env_spec.b));
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// Tint texture toward fully-saturated under strong env, weighted by the
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// env BRDF (so a rough/matte surface no longer gets washed toward env hue)
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vec3 texturecoloryuv = rgb2yuv(texturecolor);
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vec3 texturecolorfullv = yuv2rgb(vec3(0.2176, texturecoloryuv.gb));
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vec3 envyuv = rgb2yuv(envcolor);
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texturecolor = mix(texturecolor, texturecolorfullv, envyuv.r * reflectivity * env_spec_w);
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if (lights_count == 0U)
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// Metals carry no diffuse term; env reflection is gated by the env BRDF
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// (F0-tinted, roughness-attenuated) so matte surfaces barely reflect.
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return fragcolor * texturecolor * (1.0 - metalic)
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+ emissioncolor * texturecolor
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+ envcolor * env_spec * reflectivity;
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vec2 sunlight = calc_dir_light(lights[0], fragnormal);
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// Sharpen sun N.L falloff so the lit-to-shaded terminator on cab
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// panels, vehicle bodies and terrain reads as a clear edge rather
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// than a soft Lambertian ramp. Tunable via SUN_NDOTL_SHARPNESS.
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float sun_NdotL = pow(sunlight.x, SUN_NDOTL_SHARPNESS);
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float diffuseamount = sun_NdotL * param[1].x * lights[0].intensity;
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float shadow1 = 0.0;
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if (shadowtone < 1.0)
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shadow1 = (1.0 - shadowtone) * clamp(calc_shadow(), 0.0, 1.0);
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// Sun HDR scale -> SUN_DIFFUSE_SCALE (default 2.5). Controls how
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// bright sun-lit (unshaded) faces get. Lower this if surfaces in
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// direct sun read as too hot/burnt; raise it for more punch.
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fragcolor += lights[0].color * SUN_DIFFUSE_SCALE * (1.0 - shadow1) * diffuseamount;
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for (uint i = 1U; i < lights_count; i++)
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{
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light_s light = lights[i];
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vec2 part = calc_headlights(light, fragnormal);
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fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity;
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}
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float specularamount = sunlight.y * param[1].y * specularity * lights[0].intensity
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* clamp(1.0 - shadowtone, 0.0, 1.0);
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if (shadowtone < 1.0)
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specularamount *= clamp(1.0 - shadow1, 0.0, 1.0);
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vec3 specularcolor = specularamount * lights[0].color;
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// Env reflection tracked separately — must NOT go through the albedo multiply
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// below. Gated by the pre-integrated env BRDF (env_spec) so reflection energy
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// falls off with roughness; F0 inside env_spec already tints metals by albedo.
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vec3 env_reflection = envcolor * env_spec * reflectivity * (1.0 - shadow1 * 0.5);
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// --- Physically-based metal/rough combine (Substance 3D Painter parity) ---
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// Dielectrics: keep the full diffuse albedo; the direct sun highlight stays
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// light-coloured because dielectric F0 is achromatic (~0.04) and
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// must NOT be tinted by the base colour.
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// Metals: drop the diffuse term entirely and tint the direct highlight
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// with the albedo (metal F0 == base colour).
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// The highlight *strength* (specularamount) is deliberately left untouched so
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// existing material tuning is preserved — only the colour/energy split that
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// was previously inverted gets corrected.
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vec3 diffuse_albedo = texturecolor * (1.0 - metalic);
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vec3 spec_tint = mix(vec3(1.0), texturecolor, metalic);
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vec3 result = fragcolor * diffuse_albedo // sun + ambient + headlight diffuse
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+ specularcolor * spec_tint // direct sun highlight
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+ emissioncolor * texturecolor // emissive glow (albedo-tinted, unchanged)
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+ env_reflection; // env reflection (env_spec already F0-tinted)
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return result;
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} |